Saturday, August 1, 2026

Lost Girl Session 1: Wake The Dead

I've started another campaign with my good friend Alice. This time the campaign consists of one system. Lost Girls by Wierd Writer. The only other system beyond the system I've spliced in so far is a win condition as prescribed by the the Bad Doctor. Alice's character Siouxsie will win the game if she dies knowing that there was someone who would have died to kill her and denies them the satisfaction.


Siouxsie woke up with dirt in her mouth, a pair pliers at her teeth and some twink straddling her. She’s a bit confused because the name ‘Siouxsie’ is all she remembers and he’s a bit surprised because corpses usually don’t move when you’re grave robbing them. While exchanging insults, the Siouxsie gets her lost girl accoutrements back and the twink invites the girl to join his gang. They seal the arrangement as is tradition, both put an unlit clove cigs in their mouth, roll it around and repeat with the other’s cigarette.

They then sneak out of the cemetery under the light of a bright moon. One that gives everything a blueish hue. Siouxsie is a pale and decomposing corpse, her ribcage is showing and part of her face has sloughed off. Her eyes are dark and sunken. She is a Dead Girl.  The twink leads her to a beaten up hearse, and offers her to pick some gear from his supply, he prides himself about being quite the tinkerer. He’s upset when she claims his body bag and absurdly large battle ready sledge hammer.

It’s late at night, the road is empty. There are flickering lamp posts and the sound of cars somewhere in the distance. Siouxsie finds a topic of conversation.

“So, what’s the gang’s name?”

“We’re The Banshees.”

“Since I’m Siouxsie, that’d make us Siouxsie and the Banshees. You know, like the band!”

The twink rolls his eyes, “Yeah whatever.”

“What’s your name by the way?”

He’s startled again, “Huh? It’s Elliot.”

“Okay, sissy.” Siouxsie responds to show she’s not getting too familiar with him.

They eventually arrive at the Banshee hideout, an old abandoned gas station. Where she meets the other two gang members in what once was a backroom. Serpentina is a Witch Granddaughter and considers herself the leader, because the other two want her. Her skillset centers around her charms and her curses. The next member is Robin, an almost orcish Smokeshow and Serpentina’s ex. Elliot is a part of this gang because Serpentina enjoys leading him on, he’s such a Messy Girl but can be very sneaky when he needs to be.

A week passes in relative ease. The new girl is found a fit of vandalized funeral garb to match her sisters. Elliot attempts to use Siouxsie as a shield against Robin with little success. Then it’s time for the three to introduce her to their patron.

They meet Annatrice the Crow Girl in a park that’s littered with trash. She’s enjoying a view of the pond. Annatrice does not hide that she knows Siouxsie, but the conversation moves on quickly. The mission is to recover a special knife from the murderer that has been terrorizing Cordwood Highschool. A high teaching establishment so bland and boring, that Cordwood Slasher is already the only thing anyone remembers about the place. Everyone already knows that all the victims are girls with brown hair, hazel eyes and their tongues cut out. Annatrice informs them about the name of the next victim, a girl named Millie will die in a couple days. She also warns that the Slasher will be difficult to take on in a direct fight, because “victims run, killers walk”.

After taking stock of the available resources. The gang decides to send Siouxsie and Elliot to break into the school at night, find out what they can about Millie from the office and use that to keep track down the killer. Everything goes according to plan, with the lockpicks and crowbar the Dead Girl stole from her boi-sister they quickly break into the office and let the Messy Girl get the information.

Thud. Thud. Thud. Steps echo outside the office. The empty school is filled with a tense silence, Siouxsie grips her hammer tighter, and waits. She needs to buy enough time for Elliot to find Millie’s documents. The silence drags on, whatever is standing behind the door is patient.

“Hey! Are you the Slasher? Give us the knife!”

The response reverberates in a deep leaden voice.

“NO.”

The Dead Girl decides to try to disarm the assailant, take the knife and make a break for it. She dashes out the door to see a huge 10 ft tall figure in a wet trenchcoat, face obscured in the dim light, except for a single bloodshot eye. Each hairy hand is large enough to wrap around her head like it was a tennis ball. A steak knife gleams in one of them, it looks almost comically small.

Siouxsie skids to a stop and looks up, starting to twirl her hair.

“Wow, do you have a number?~”

“NO.”

The moment stretches on, the Slasher looks into her eyes and sees that they are not hazel, so he is not interested. He takes two steps forward, pulls the sledgehammer out of her hand and throws it through a nearby wall.

“LEAVE.”

At which point Elliot decides he’s found enough, and the two lost girls make themselves scarce. The Cordwood Slasher motionlessly watches them run into the night. On the ride back home, Siouxsie thirsts over the giant and the annoyed Elliot suggests running her over. Siouxsie is receptive to the idea, much to the graverobber’s chagrin.

Monday, June 15, 2026

Smoke Kisses Sky - Session 5 and Post Mortem

Smoke Kisses Sky has come to an anticlimactic conclusion after around four sessions.

Session 5 started with Matilda and her loyal goon debating what if any oaths to they would make in front of the Sphinx of Black Quartz. After a long amoung of thought, the goon made an oath whose exact wording have been lost to time, and gained both the doppleganger curse and the service of the daemon known as Kosmos.

Then I proceeded to stare blankly into space, and failed to think of what to do next. After Alice suggested we do something else I agreed, then we didn't bring up the campaign for some amount of weeks. When we did get around to it, it was in agreement that neither of us was intrested in continuing to play it and agreement to try a different game sometime instead.

I blanked out on how to proceed after the Sphinx's oath becouse I had felt that I had massively fumbled the Sphinx in terms of pacing and delivery of information, and therefor turned off my brain so that I couldn't do anything else wrong. I am of course aware that this was an irrationally emotional response and that nothing terrible happened but that didn't stop me having a mental block in the moment. However I didn't get around to getting the campaign back on track later becouse I had already lost my motivation and fixated on other things to the detrement of this campaign.

I felt like I was stumbling through the campaign without any clear intent of if I was trying to play an OSR or storygame or even trad game style. I had thrown a bunch of ideas and mechanics I was excited for into the game but didn't figure out how to make them cohere into something I was confident with. Alas.

Thursday, May 28, 2026

GLOG Crossover Multiverse Class: Every Orc

Sure, a sigilist can defeat countless orcs, but what about every one?

OMNIORC

Starting Skill: War, Forigner, Weight Lifting

Starting Equipment: Orc Axe, Orc Leathers, Big ol' pot of Orc Stew

A: Every-Orc

B: Double-Orc

C: +1 Attack

D: Platonic Descent

A: Every-Orc
You count as whatever possible orc* it would be advantagous to you, with all that entails.

B: Double-Orc
You count as any two possible orcs as it would be advantagous to you, with all that entails.

D: Platonic Decent
You count as every possible orc at all times, with all this entails.

*possible orcs include a tortured and corrupted elf, a fungus with a cockney accent, a fungus with a orchid on it's shield, a girl, a pig man, a mongol as described to a child by a racist, a soldier, a barbarian, a soldier, a barbarian, a soldier, a barbarian, a soldier, a barbarian, a soldier, a barbarian, a soldier,  mexican, a noble savage, a shaman in tune with nature, a caveman, a bio-weapon grown in mud, a goblin but bigger, a troll but smaller, a kind of undead, a half-devil, a genderless construct born from couldron, a conan, a social construct, a spiritual disease caused by industralization and facism, a ideal of masculinty (green), a lumpy grey thing, a monster someone stumbled into, a monster someone chose to be, a person, a kind of magic horse with a single horn, the dream of an incompetent solider, mindless vessel for enacting another's will, a creature defined by unbrindled rage, a race that needs to carry a lantern to see during the day, the decay of all things, beautiful nature spirits, Xenphon of Athens, literally bluebeing, slaves who recently overthrew their master, ethno-racial designator, things born of scrap-metal from the mud of battlefields, muscle mommy with tusks, a spork, vile shades, a facist cop, heavily armed redditors, or a barbarian. I think that's the complete list, please inform me if I missed any.

Monday, April 27, 2026

Smoke Kisses Sky - Session 4: Brewing Tensions and Journal Entries

At the end of the last session, the Father killed the Son in a duel to the death. Since then a couple days have passed as Matilda recovers, and the Mother has been giving the Father a cold shoulder. Which is impressive becouse she already has a very frigid disposition on a good day. Matilda overhears how the Mother speaks to the Glazier for advice on if she should prioritize her duties as a warrior or as a mother. The bandits at the Lily of the Water have silently started to form into two groups, around 10 of them are on the Mother's side while double that amount are with the Father. It's no surprise that she has less support, becouse the Father has always been the better chef of the two.

Meanwhile the collection of hunters that helped with taking down the Beast are starting to part ways. Rosemary is going to go upriver and over the mountains to the Great Wood where Moss is strongest. The poor unlucky woman does not want to be struck by lightning, so seeks the powers of Moss, becouse Glazier tells her that lightning is in the domain of Crystal. Bellum plans to get a safe distance away from Yelenin before the fighting starts while still operating in the Jabberwacky's marshes, since he's a local lad. Dame the Vivisector is going north to the Fallen City to slay dragons.

Matilda has the oppertunity to recruit one of them for a more permanant basis, and chooses the level headed and uncursed Bellum. He is willing to stick around despite the risk if Matilda has a good plan for ensuring that he's on the winning team, and Matilda comes up with the scheme of using her advanced knowledge of stew making to win over the bandits. The poacher is initially unsure but agrees to back her play. Matilda aligns herself with the Mother's camp through the comradery of the bandits she faught the Beast with, whose loyalty to the Son transformed to make the Father thier enemy. If the Father is taken out, Matilda has a chance to become the gang's new chef but she's going to have to deal with the Beast's slayer Scarlet and the Son's Wife, who are both skilled in the culinary arts. For Matilda to have a chance at the spot, she's going to need to collect reagants, that likely means hunting some dangerous magical beasts.

While politics are happening the background, she also decides to investigate the Sphinx of Black Quarts with a professional. The Glazier is able to find time in his busy schedule to venture to the previously explored cabin with the protection of the Apprentice and Matilda with her two companions. When they arrive, the craftsman-priest pays introduces himself politely to the unintrested oracle and looks at the statue. He translates the inscription to say “Swear on me, be judged and accept what you deserve” and explains that there is likely to be a specific phrase that is involved. By process of elimnation the answer must be in the cabin's final unexplored room, Distal's nest. However before getting to that, the old skeleton man admonishes Matilda and crew for not buring the bodies of Claricia and Inezch and directs them to correct thier error. During this process it's discovered that Inezch has wizard teeth, which are useful alchemical ingrediants that go unplundered, due to everyone's watchful gaze. Then the Glazier and Apprentice headed back to the villiage, becouse they have shit to do.

Meanwhile the party had to think about how to get inside Distal's nest without bothering the light senstive monster. The one time the oracle is known to leave that place is during the full moon, and after consulting the calander, it fortunately turned out that this very night it was the full moon. So the party just rested in the upstairs cabin until nightfall. During which time Matilda read Claricia's journal, learning more about how she died to her own poison, that her blood was cursed, how she tamed both Distal and Miette and her worries for both of them and her husband Inezch. 

Then when the full moon came, and the oracle wandered into the marsh, singing unharmoniously, the party snuck into his private chambers. The room consisted of chair, a couple chests, hanging paper stars and words written and carved on every surface. The phrase "Sphinx of Black Quartz Judge My Vow" was identified from common repetion, and the chests were opened with Inezch's key, where a crossbow for vampire hunting, silver bolts and several books were found. The books and bolts were looted and the party slept up in the cabin. That night Matilda saw a sphinx prowl into her dreams and give her a judging look that makes the Glazier's dissaproving tone look like approval.

In the morning she read Inezch's journal. In which she learned that Inezch became a divination wizard from vows to the Sphinx, that Distal stopped looking like him after Claricia tamed the oracle, and that Inezch was extermely paranoid about Claricia's safety. The session closes on Matilda pondering the mysteries presented before her and her next move.

Ease Of Running

This session was much easier to run then the last one, and I came away from it feeling way better. I think it's becouse there was a lot less uncertainty on if I was using the procedures correctly. The half consisted of me presenting information, and getting Alice to make choices and elaborating of what that entails. The second half was mostly exposition, with a focus toward answering the mystery of how to utilize the Sphinx of Black Quartz. 

Lunar Coincidence

I did not intend for Alice to arrive at the cabin at precisely on the day of the full moon. I quickly calculated how many days had passed in the campaign and it turned out to be two weeks. Which in the simplified calander I chose for this campaign, that meant that day had to either be the full moon or the new moon and I decided the former based on Feral Elf lore.

Kitsuragi Effect

A term I'm coining now. The Kitsuragi Effect is that when you give a PC a reasonable friend they are a lot less likely to do wierd shit due to the social pressure. Claricia's heart and Inezch's teeth have gone undefiled becouse I mentioned that npcs might judge Matilda for doing so. I don't know if this is a good or bad thing.

Thursday, April 23, 2026

Smoke Kisses Sky Session 3- First Thunder Clap

Last time we left Seo-Yun Matilda she was preparing to head off on the hunt, but she was stopped by the Son's Wife, who bought the alchemical supplies she had pilfered from the cabin along with the encoded recipe book. Both her party of five and the Son't party of five ventured in search of the beast. During that day, Matilda and co. encountered fishermen during the day but decided to press further into the night. In the dark they encountered the Son and the two surviving bandits that journeyed out with him, and everyone headed back and to recover at the Lily of the Waters. 

On the next attempt the day after that, Matilda decided to join forces with the Son, who got two other bandits to join him. One upside is that from the Son's last encounter they had a solid trail to track the monster by. During the day they did not encounter anyone, but the insects were particularly restless, the reeds stung when you moved throught them, and mud sucked in your feet in worlpools, a sure sign that the waters were conspiring to riot against all. Mechanically this meant that everyone crits against everyone. If they pressed into the night, then they were sure to find the beast and it was sure to be a decisve battle one way or another. And press on they did, the marsh in it's agitation let the Beast right to them, stretched out, skin white like corpse wax, and ever so hateful. It started approaching them calmly and was about to say something, then Matilda shot and missed. 

As the Beast screamed and charged at the Gun Shepherd, only the two men present, Bellum and the Son failed thier Morale save, as the Beast ran over and left a horrible gash in Matilda causing her to go unconcious. The Beast then aimed at the Son, but failed and fell into the mud, followed by Dame Vivesector who also missed and fell and started sinking into the marsh under the weight of her armour. The mute Halina, unable to call a retreat went to prevent Vivesector from drowning. Rosemary fired her gun and dropped her gonne. Then one of the bandits, named Gwen blew a massive hole in the monster with a firelance, which was quickly followed up by pikes from two other bandits Laural and Scarlet. 

When Matilda regained conciousness, she was at the bandaged at the Lily. The Beast's corspe was burned already, and the Son took credit for the kill, keeping most of the reward within the Family's coffers, however Matilda and co did get paid, and the Son did commend Matilda's bravery in the face of Beast. While recovering, the Gun Shepherd overheard the Son's Wife talking her husband into killing the Father in a duel but decided not to stick her nose in the buisness becouse she wouldn't mind either of them dying. In the resulting duel the Son died. The Beast has died but more trouble is brewing in Yelenin.

Riot Against All

You're immidate question might be what "waters conspire to riot against all" means. It's from the Char3terie zine which I will link to once it's published. It contains a d6 table which describes the 'mood' of the waters, which changes what actions and magics are favored. I put this table into my modified version of the encounter table. This is the one that altered the course of this session.
  • 6: Riot Against All. All results count as critical for all actors. All magics are + but incite water's uproar, probabilities inverted.
In retrospect this should have just turned every successful hit into a critical, but in the moment I read that as replacing the d20 with a coin flip. So Matilda and the Beast went down quickly becouse everyone was doing double damage. So far this has been a very 'rocket-taggy' campaign. Not sure if I want to adjust rules for that, my GMing approach or just pretend this has always been a feature not a bug.

Gradual Accumulation of Characterization

The four bandits who joined the Son on the hunt were undefined, aside from how the two were carrying fire lances and two were carrying pikes. Then during the morale roll, of the named characters only the two guys failed their roll so I decided that this must mean the undefined bandits were women. Then when three of them killed the Beast a three crit alpha strike, I rolled up names for them. I think they were probably the Son's cronies, so will side against the Father in the power struggle next session.

Mechanics of the Hunt

It was kinda fortunate that the Riot Against All came up when it did, becouse I think the tracking rolls might have dragged on otherwise. The issue was that there weren't a lot of novel choices between rolls, and the process of tracking the Beast was elided to a degree where it's just rolling until you get it. I think this might be an issue of me not being as good at description as I would like to be. Also a strange inconsistancy is that the nighttime encounter table is written with the assumption that you're setting up a camp, but the inability to rest in the reeds means there isn't an insentive to do so, becouse you might as well press on. I think this could be fixed by a mention that there is a risk of getting lost at night, even if you have a compass or a local to navigate by. Despite these critiques, I do very much like this adventure, it succeeds at the most important thing an adventure has to do, which is inspire a GM to run it.

Simulationist Woes

I didn't want the player to sell off the encrypted recipe book. It has several cool recipes that I wanted the player to have access to play with. I had the Son's Wife try to buy it becouse it made sense for her character to do so, but didn't expect the player to sell it becouse Matilda couldn't read it right away. I think I should have had the Son's Wife try to steal it in the middle of the night instead.

Forgotten Elements

Bentham and Tuesday have been completely forgotten about, but I don't feel too bad about it. Recently I read Kidnap The Archpriest which includes to focus the adventure around the first couple npcs the players come across, and let the others fade into the background, which I think is a useful mode of play.

I felt I had enough on my plate running the Beast fight that I didn't roll for anyone to get any vices. I think I'll include daemons in encounter tables going forward but I'm not sure how to handle vices going forward.

Spectre of Death


These are the rules for death used, and needless to say Alice chose for Matilda to suffer a Wound. I am currently debating if I want to pick up the action while she's still in recovery and therefor vulnerable or not. I think I had the duel happen somewhere in the middle of the recover week.

What Next

Now I have a bunch of characters for who I need to figure out what thier next actions are going to be. From the adventure I know that the Mother is going to fight the Father, but I need to figure out how the various priests I invented are going to respond and if anything is going to happen with the gnomish cooper friend. I think the Demon Mask is going to carry on the Beast's hatred in it's absence, the problem of the Beast of Yelenin doesn't feel solved. I think it's pretty obvious that it's cursed and horrible revenge killings are going to continue happening around it until nobody is left in the village. I also think I'm going to have the three companions scatter next session, with the option to keep one of them around, so that the one character has more breathing room to exist. The rest will be on the encounter table.

Thursday, March 26, 2026

SKS Intermission: Kung Fu Fighting

 So this week I wasn't up to running another session ofr Smoke Kisses Sky, instead we had two kung fu fights dispersed in an evening of hanging out.

FIGHT ONE: FIRST BLOOD

The first fight between Tanya (played by me), the cyborg with a grappling hook prosthetic and Jane Doe (played by Alice), a women with the secret art of behaving as Solider from TF2 happened on Denver Main Street, in it's pedestrian section with the cute little coffee shops and hot topics and such. Then the two warriors lock eyes and Jane Doe says, 

    "Prepare to die, I have killed 50 men in the last hour."
    Tanya looks down with a steely gaze and responds "I have killed 100 men in the last 10 minutes, and you will be next." then swings free her dao.

I forgot to mention that Denver is on fire. Riots, panic, ninjas, robots, ninja-robots with complicated familiar relationships with the previous two, but let's not get into it, this isn't about them.

Jane Doe rocket jumps first swinging her trusty shovel, and what follows is blur of arial combat. Grabs, counter-grabs, hook shots pulling into things, kissing on either the mouth or lips, rocket jumps pushing away, the battle ascends up a lamp post and a tree. At one moment Tanya tries to grab Jane Doe with her hair as long as chain, but she parries with toes like cleavers that deflect the hair in a shower of sparks. Another was Tanya backflipping while holding Jane Doe, ramming her face into the ground. However, Jane Doe was able to reach fast enough to catch the projectile flying towards her, by which I mean earth. Then Tanya sieses the oppertunity and slices Jane to ribbons, who explodes into video game gore and actual literal blood, all over the cyborg.

Satisified with the results, we went and did some other things until I got curious about how the game would feel with d12 kungfu dice.

FIGHT TWO: REMATCH

Years later in Neo-Denver, which again on fire. Atop a skyscrapper lock eyes and Tanya says,

    "Impossible, how are you alive?"
    "I respawned."

Then the immidately went to combat. Tanya attempted to throw Jane off a building, which led into another arial brawl with grabs, kisses, rocket jumps and grapple shots. The details here are a bit murky but Tanya was on the back foot this fight, gets pierced in the forehead with a left pinky as powerful as a spearhead, then trying get away from disasterous cleave kick by grapple hooking to throw of the aim, but this unfortunatly caused her arm to fly off. She hangs here loosely as Jane Doe falls throught the air and flames of Neo-Denver dance on the surface of the glass.

Tanya

  • Can become light enough to stand on an egg.
  • Warbody:
    • Reclining Moon Blade
    • Hair as chain
    • Lips as cleaver
    • Feet as hammers
  • Clockwork Lockwork School
    • 1.Grappling Hook
    • 2. Grappling Hook
    • 3. Backflip
    • 4. Grab
    • 5. Spray
    • 6. Kiss on Mouth

Jane Doe

  • Reacts quickly enough to catch strikes or projectiles
  • Warbody:
    • Shovel
    • Hammer Legs
    • Cleaver Toes
    • Spearhead Left Pinky Finger
  • School of the Burning Tower Photograph
    • 1. Rocket Jump
    • 2. Land on Head
    • 3. Grab
    • 4. Climb
    • 5. Take Picture
    • 6. Kiss on Lips

Rules We Made Up On The Spot

One was that strikes could be spent to do any technique instead of a strike. This was declared after Jane Doeattempted to use a Strike to kick away Tanya's hair, and that was the only time that came up.

My grappling hook technique went through several revisions through the fight. First I had one "shoot grappling hook" and one "reel grappling hook" technique, which felt kinda wierd so we simplified to two "grappling hook"s. Then that felt two powerful at the skyscraper fight, so I changed that to two "shoot/reel grappling hook"s which didn't have the wierd edge cases of the first.

Jane Doe gained more video game powers as the fight continued.

Closing Thoughts

This was a lot of fun, and achieves the goal of creating dynamic fight scenes. Aside from choosing techniques and trying to come up with schools, it's pretty easy to pick up and play. I'm thinking of writing up some technique lists to keep in my back pocket for when I would want to get people to play some kung fu as a sort of party game.

Tuesday, March 24, 2026

Smoke Kisses Sky - Session 2 Report: In Which I Vent

Last wednesday I ran the second session of Smoke Kisses Sky and I had a much more difficult time with it. I think it went well enough from the player's end, but I came away from it unsatisfied. Gloomy person that I am I might not have written up this report at all, if not for an encouraging comment on the last post. Therefor I am going to make a post, but a lot of it is going to be complaining about how I ran this session, you have been warned.

The session picked up where we left off, in the basement of the old apothecary, where everyone encountered the oracle Distel. I quickly established that everyone feels a sense of instintual fear, and that this creature can deal damage to max HP, however it's currently non-hostile. Matilda managed to navigate throught a conversation with it without aggravating the shade, learned some rambled clues about what is going on, but the ever unlucky Rosemary recieved an omen that she'd be struck by lightning. Then a huge part of the session was spent grappling with blood vines before they were methodically taken care of with Dame's vorpal shears and some shears found in the cellar. This was a major paint point for me, more on this later. With the blood vines cleared away, an old alchemical lab was uncovered with a corpse in the center of the vines whose dried blood is bright red. I mentioned that Matilda as an alchemist would know that this blood is powerful and she could use the heart as an air reagent, however this would negatively effect her reputation with her followers, so she decided not to desecrate the body. From the alchemical lab they looted several books and unidentified alchemical supplies, most notable a ciphered alchemical recipe book. Then avoiding the room where Distel resides, they went into a boarded up room and found the Sphinx of Black Quarts. Realsing it was magical and powerful but unable to read the description, they headed back to the town, had a nice sauna, listened to the Glazier explain the meaning of sphinxes a little and made plans to hunt the Beast of Yelenin the next morning.

Grappling


I don't like how I ran grappling the blood vines. I attempted to use the g24 grappling rules for this, but ran into the problem that most of the rules do not apply when one of the opponants is a pile of vines spread across the room. This resulted in a lot of opposed Might checks that I don't think were clear in thier exact consequence and not a lot of interaction with the fiction. Which meant that I was very hesitant to inflict segnificant consequences for anything that happened, and it sorta fell flat. The information I gave for running the blood vines turned out to be insufficent. I think I either should have had more of a mechanical backing or taken a more fiction first approach. 

Mental Load


The party has four npc followers and I don't have the bandwith of having them all act in a way that I feel is "in character" becouse that would just devolve in me playing a game with myself while the player sits there and watches as Dame the Vivisector charges into a fight. I think that will need to be changed somewhat. It doesn't help that I consistantly forget various details. Like at the start of the session I said "You have a set of keys from the corpse upstairs, becouse I forgot to say that they were lying on the ground in plain view at the time." Which I think is fine but I feel embarressed about. Also in the middle of the session I had to change Fatigue from "put X to disable a class feature or skill" to "takes an inventory slot" on account of how the companions do not have class features or skills listed, becouse I don't want to track those on top of everything else. I also didn't have the bandwith to do anything intresting with daemons and vices, which I find a bit dissapointing.

Conviction and Experince


At the end of this session, Matilda has leveled up without ever firing her gun, which I think both of us are a little dissapointed by. I think this might largely be my fault for how I glued together adventures. I don't think I like the experince triggers in Hilander's Houserules, at least not in this campaign. I've written about experince triggers before, and I am of the opinon that those mechanics are at thier best where they are used to encourage you to do fun dramatic things. Hilander's experince triggers are mostly sensible, and do not really serve that purpose. The except is the trigger based off of Conviction which has yet to be hit, becouse Alice has not been very mechanically minded about this game. It doesn't feel like it's really serving it's purpose. There is also currently an elephant in the room which is that I don't know how or when I want the npc followers to progress.

Conclusions


I can ramble could bring up countless subjects. However here are some take aways from writing this amount of thoughts out. I think the take away is that I need to prep smarter, so that improvisation doesn't feel bad. I should maybe cut down the amount of things I need to keep track of. Also I need to figure out what kind of game I actually want to run and what kind of game Alice wants to play. Currently she is a pretty quiet player and it'd be unsustainable if the game is mostly me talking at her.